* If need some textures, like font textures, to not be affected by [http://unity3d.com/Documentation/ScriptReference/Texture-masterTextureLimit.html Texture.masterTextureLimit], disable Generate Mip Maps in the texture's import settings. On the down side, this can adversely affect text readability at smaller scales.

* Boo has some handy [http://boo.codehaus.org/Builtin+Functions+Summary built-in functions] like [http://boo.codehaus.org/Builtin+Functions+Summary#BuiltinFunctionsSummary-shell shell()], [http://boo.codehaus.org/Builtin+Functions+Summary#BuiltinFunctionsSummary-join join()] and [http://boo.codehaus.org/Builtin+Functions+Summary#BuiltinFunctionsSummary-reversed reversed()]. And the cool part? They are available from JavaScript as well.

* Boo has some handy [http://boo.codehaus.org/Builtin+Functions+Summary built-in functions] like [http://boo.codehaus.org/Builtin+Functions+Summary#BuiltinFunctionsSummary-shell shell()], [http://boo.codehaus.org/Builtin+Functions+Summary#BuiltinFunctionsSummary-join join()] and [http://boo.codehaus.org/Builtin+Functions+Summary#BuiltinFunctionsSummary-reversed reversed()]. And the cool part? They are available from JavaScript as well.

* Every built-in component in the inspector has a small question mark in the right of it's heading. That's the quickest way to open the context-help for that component. It's your friend.

* Every built-in component in the inspector has a small question mark in the right of it's heading. That's the quickest way to open the context-help for that component. It's your friend.

Revision as of 10:34, 21 October 2006

If need some textures, like font textures, to not be affected by Texture.masterTextureLimit, disable Generate Mip Maps in the texture's import settings. On the down side, this can adversely affect text readability at smaller scales.

Every built-in component in the inspector has a small question mark in the right of it's heading. That's the quickest way to open the context-help for that component. It's your friend.

To remember which color means what on an axis in Unity, just remember the mnemonic: RGB = XYZ.

You can use keyboard shortcuts for Edit->Load Selection and Edit->Save Selection to speed up the selection of commonly used parts in your scene.

If you option-click an object in your hierarchy, the entire hierarchy within it will expand and unexpand.

You can write Editor scripts to greatly reduce project-specific tedium when making something with Unity. These are just as easy to write as regular scripts, and can save you a lot of hassle. See the Wizard Archive for some examples.

If you have the problem when importing models that Vector3.up points in the wrong direction (or for any of the other directions), make the game model in question the child of a blank game object, and orient it correctly in local space.

When assigning properties of components in the Inspector, you can click on the triangle to pop up a menu of choices. Type in the name of the thing you want and press enter to assign it. This can be a speedy alternative to using drag-and-drop.

When entering text in the Inspector view, you can press option-return to get a new line. This is useful for writing multiline things with GUIText objects.

If you only have one editor view and no game views in the Unity pane set up, the editor view will be automatically replaced with a game view when you enter play mode and back again when you press stop. This is a nice feature when you are working on a small monitor.

Use Tags to assign your own categories and attributes to game objects. Then scripts can refer to the tags. Example: if (contact.otherCollider.tag == "Enemy") or GameObject.FindWithTag ("Enemy")

If you want to move a file inside of a project use Unity's project view to move it and not the Finder. This way all references and import settings of the file will be maintained.